/Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryActors/GeneratedDynamicMeshActor.h
AGeneratedDynamicMeshActoris an Editor-only subclass ofADynamicMeshActorthat provides special support for dynamic procedural generation of meshes in the Editor, eg via Blueprints. Expensive procedural generation implemented via BP can potentially cause major problems in the Editor, in particular with interactive performance.AGeneratedDynamicMeshActorprovides special infrastructure for this use case. Essentially, instead of doing procedural generation in the Construction Script, a BP-implementable event OnRebuildGeneratedMesh is available, and doing the procedural mesh regeneration when that function fires will generally provide better in-Editor interactive performance.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AGeneratedDynamicMeshActor : public [ADynamicMeshActor](API\Runtime\GeometryFramework\ADynamicMeshActor)
FScopedSlowTask...
ActiveSlowTask
bool
bEnableRebuildProgress
Support for progress dialog display during OnRebuildGeneratedMesh.
bool
bFrozen
If true, the DynamicMeshComponent will be "Frozen" in its current state, and automatic rebuilding will be disabled.
bool
bGeneratedMeshRebuildPending
This internal flag is set in OnConstruction, and will cause ExecuteRebuildGeneratedMesh to fire the OnRebuildGeneratedMesh event, after which the flag will be cleared
bool
bIsRegisteredWithGenerationManager
Indicates that this Actor is registered with theUEditorGeometryGenerationSubsystem, which is where the mesh rebuilds are executed
bool
bResetOnRebuild
If true, the DynamicMeshComponent will be cleared before the OnRebuildGeneratedMesh event is executed.
int32
CurProgressAccumSteps
float
DialogDelay
Delay in seconds before the progress dialog is shown, if enabled
int
NumProgressSteps
Number of progress steps/ticks that the progress bar will be subdivided into
FString
ProgressMessage
The default progress message